Integrated game system, method, and device

ABSTRACT

The present invention provides an integrated game with five subsystems: (i) electronic spell-casting system, (ii) card game system, (iii) user-created card system, (iv) system for replacing the use of dice and/or random number generation; and (v) board game system. Spell-casting system provides a physical input mechanism, e.g., sensor-equipped “magic wand”, and a verbal input mechanism which together trigger a spell. Cards form formations affecting their powers and are marked as “spent” by being placed under another card. Users create their own cards through a Web-accessible site. Random number (generated by computer or dice) usage is replaced by “challenges,” i.e., player-performed tasks. Chess pieces follow standard rules but are deployed one-by-one, as are squares of the chess board. Licensing information is available through www.inventerprise.com.

CROSS REFERENCE TO RELATED APPLICATIONS

Priority filing of U.S. provisional patent application 60/603,964,filing date Aug. 23, 2004, entitled “Integrated Gaming TechnologySystem, Method and Device”, is claimed. Said provisional patentapplication is hereby incorporated by reference in its entirety into thepresent disclosure.

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patentdocuments or patent disclosure, as it appears in the patent andtrademark office patent file or records, but otherwise reserves allrights whatsoever.

The inventor wishes to thank Paul Dowell, Jody Frease, Steve Werth,Golnar Zahedin, and Irina Lymar.

STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not applicable.

REFERENCE TO A SEQUENCE LISTING, A TABLE, OR A COMPUTER PROGRAM LISTINGAPPENDIX

Not applicable.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to human-implemented andcomputer-implemented game processes and games.

2. Description of Related Art

Laser tag systems, which include a gun, vest, and a central scoringcomputer, are known. Speech recognition (SRT) software and interfacesare known. Hand gesture computer interfaces are known. Fantasy games,such as Dungeons and Dragons, and fantasy books, such as Harry Potter,both of which involve the casting of spells, are known.

In fantasy games, literature, and folklore, spells are typically cast byusage of a verbal component and a physical component, the former being amagic word or phrase, and the latter being a series of hand motions, awand, or a potion.

Role-playing games typically involve the use of dice at crucialjunctures during the game, such as melee in Dungeons and Dragons. Atypical dice roll situation in “d20” games such as Dungeons and Dragonsinvolves the calculation of a threshold which the given player's rollmust exceed or meet (saving throw, etc.) and then the rolling of a20-sided die to see whether the player succeeds at meeting thethreshold. The player can use his knowledge of the game to affect thatthreshold, by selecting certain weapons that have a greater likelihoodof hitting an opponent, for instance; but a player cannot affect thedice roll itself. His fate is ultimately left the chance.

UV/IR barcodes are known, as are digital watermarking techniques for usein antipiracy.

Computer network games (“World of Warcraft”, “EverQuest”) have becomeincreasingly popular. These games are conducted as single-user gamesexcept that some of the characters or creatures that a given playerencounters in the virtual world of the computer game are controlled byother human beings.

SRT programs such as Dragon NaturallySpeaking include a function(“wake-up” and “go to sleep”) whereby a user can tell the software toignore accidental audio input.

The videogame can be a first person “shoot'em up” type game, such as“Doom,” or a third person fighting game, such as “Soul Caliber,” oranother type of videogame. Videogames are typically controlled throughuse of a videogame controller, such as a joystick, mouse, handheld gamededicated controller, or keyboard.

BRIEF SUMMARY OF THE INVENTION

The present invention provides an integrated gaming system, method, anddevice composed of five major subsystems: (I) an electronicspell-casting system, (II) a card game system, (III) a user-created cardsystem, (IV) a system for replacing the use of random numbers in thecontext of a game; and (V) a board game system.

The spell-casting system provides a physical input mechanism, such as awand equipped with motion and/or position sensors, and a verbal inputmechanism, such as a microphone for use with speech recognitiontechnology (SRT). In order to trigger a spell, a user inputs a physicalinput pattern and a verbal input pattern; if and only if the user inputis recognized by the computer as the predetermined combination ofpatterns assigned to a spell, the spell is triggered, i.e., successfullycast.

The collectible card game provides several novel game mechanics, such ascard deployment and card formation methods, that are used in a combatgame in which players attempt to eliminate other players throughsuccessful attack and defense.

The user-created card system provides a Web-accessible server that auser can access so as to create his or her own card, download and printthis card, and make it available to the public for use in the above cardgame.

The system for replacing or supplementing the use of dice orcomputer-generated random numbers in a game provides a mechanism throughwhich a user can undertake a task instead of relying upon chance. Theresults of the task—success or failure (binary), or a degree of successor failure (graded)—are treated just as if these results were attainedthrough the use of a dice roll or a computer-generated random number.

The board game provides a standard chess game with standard chess piecessubject to standard chess rules, with two major exceptions: (i) thechess board is “played” one square (a “tile”) at a time by the players,and (ii) all chess pieces must be deployed into the game one by one.Once a chess piece, e.g., a queen, is in the game, it behaves just as itdoes in a regular game of chess, but it can only access or move acrosssquares that are also already in the game.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 is a high-level overview of the present invention construed as amethod.

FIG. 2 is high-level overview of the present invention construed as asystem.

FIG. 3 is a high-level overview of the present invention construed as anapparatus.

FIG. 4 is a flowchart depicting a process whereby a spell is castaccording to the present invention.

FIG. 5 is a schematic diagram of the means whereby physical input andverbal input is input to a computer according to the present invention.

FIGS. 6A through 6C depict a magic wand position at three differenttimes.

FIG. 7 is a flowchart depicting a physical input pattern for use with awand-based function of the present invention.

FIGS. 8A through 8B depict a laser tag gun shooting a laser tag vest.

FIG. 9 is a flowchart depicting a physical input pattern for use with alaser tag based function of the present invention.

FIG. 10 is depicts an example dummy target board for use in a laser tagfunction of the present invention.

FIG. 11A depicts an example gesture interface being worn by a user foruse in a gesture interface function of the present invention.

FIGS. 11B and 11C depict example hand gestures for use in casting spellsaccording to the present invention.

FIG. 11D is a flowchart depicting an example physical input pattern foruse in a gesture-interface-based function of the present invention.

FIG. 12 is a flowchart depicting a process whereby a physical input anda verbal input are integrated into an integration pattern according tothe present invention.

FIG. 13 is a chart depicting relationships between a user and elementsof a game according to the present invention.

FIG. 14 is a chart depicting specific information relationships betweena user and elements of a game according to the present invention.

FIG. 15 is a hand gesture for use in a gesture-interface-based functionof the present invention.

FIG. 16 is an example timeline for use in a spell-casting processaccording to the present invention, where the entire verbal and physicalinput must occur within a spell-casting window time period according tothe present invention.

FIG. 17 is an example timeline for use a spell-casting process accordingto the present invention, where valid input must begin withinspell-casting window time period but need not be completed before thewindow closes according to the present invention.

FIG. 18 is a chart depicting primary relationships between a series ofdatabases according to the present invention.

FIG. 19 is a flowchart depicting a process whereby a user prepares adeck for a game according to the present invention.

FIG. 20 is a flowchart depicting a process whereby a user creates a deckfor a game according to the present invention.

FIG. 21 is a chart depicting relationships between various preferredlengths of game and total deck power points according to the presentinvention.

FIG. 22 is a chart depicting relationships between types of cards andpower points according to the present invention.

FIG. 23 is a flowchart depicting a method whereby a spell is cast so asto affect a player's arrangement of a deck of cards according to thepresent invention.

FIG. 24 is a flowchart depicting a method whereby a user-generated mythis incorporated into a game according to the present invention.

FIG. 25 is a flowchart depicting a method whereby a game is playedaccording to the present invention.

FIG. 26A is a flowchart depicting a method whereby a user/player playshis or her turn in a game according to the present invention.

FIG. 26B is an anterior view of a landing/standing card covering a spentforce card according to the present invention.

FIG. 27 is a flowchart depicting a method whereby a player conducts hisor her spell/combat phase of his or her turn in a game according to thepresent invention.

FIG. 28A is a flowchart depicting a method whereby a result of a spellis determined in a game according to the present invention.

FIG. 28B is a flowchart depicting a method whereby a result of combat isdetermined in a game according to the present invention.

FIG. 29 is a flowchart depicting a method whereby melee results aredetermined in a game according to the present invention.

FIG. 30 is a flowchart depicting a method whereby a player deploys cardsaccording to the present invention.

FIG. 31 is a flowchart depicting a method whereby a player moves cardsaccording to the present invention.

FIG. 32 is a flowchart depicting a method whereby direct damage resultsare determined in a game according to the present invention.

FIG. 33A is a flowchart depicting a method whereby bidding is used in agame according to the present invention.

FIG. 33B is a flowchart depicting a method whereby citizen cards areused in a game according to the present invention.

FIG. 33C is a flowchart depicting a method whereby months and seasonsare used in a game according to the present invention.

FIGS. 34 through 37A depict cards in different formations according tothe present invention.

FIG. 37B depicts an example of the use of combinations of cardformations according to the present invention.

FIG. 38 is an example of a landing and standing card according to thepresent invention.

FIG. 39 is an example of a force card according to the presentinvention.

FIG. 40A is an anterior view of an unspent force card in position on topof a landing/standing card so that crucial information of thelanding/standing card can be viewed even while the force card is basedin the landing/standing card.

FIG. 40B is an anterior view of a tabletop upon which are situatedvarious game materials used in a game according to the presentinvention.

FIG. 40C is a chart depicting example events for gaining and losinghandicap points in a game according to the present invention.

FIG. 41 is a flowchart depicting a method whereby total deck power iscalculated and used according to the present invention.

FIG. 42 is a flowchart depicting a method whereby a user registers touse a company web site according to the present invention.

FIG. 43A is a flowchart depicting a method whereby a user-created cardis added to a set of officially sanctioned cards according to thepresent invention.

FIG. 43B is a flowchart depicting a method whereby a user-created cardis approved or rejected for addition to a set of officially sanctionedcards according to the present invention.

FIG. 44 is a flowchart depicting a method whereby a user creates a cardaccording to the present invention.

FIG. 45 is a flowchart depicting a method whereby a power rating isestablished for a card according to the present invention.

FIG. 46 is a flowchart depicting a method whereby a user-created card ismade available to the public according to the present invention.

FIG. 47A is a flowchart depicting a method whereby a print-under barcodeis used to identify unauthentic cards according to the presentinvention.

FIG. 47B is a flowchart depicting a method whereby a user prints a cardaccording to the present invention.

FIG. 48 is a flowchart depicting a method whereby one of three differentantipiracy techniques is selected according to the present invention.

FIGS. 49A through 49C depict examples of techniques used in antipiracyaccording to the present invention.

FIG. 50 is a schematic diagram depicting primary relationships between aseries of databases according to the present invention.

FIGS. 51 through 57 are flowcharts depicting methods whereby revenuesare generated according to the present invention.

FIG. 58 is a flowchart depicting a method whereby a single-use computerprogram is used according to the present invention.

FIG. 59 is a flowchart depicting a method whereby a game is playedaccording to the present invention.

FIGS. 60A through 60E depict a board and other game materials in useaccording to the present invention.

FIGS. 60F through 60K depict novel game pieces according to the presentinvention.

FIG. 60L is a flowchart depicting a method whereby a noncomputer gameaccording to the present invention is converted to a software formsuitable for use of the present invention by computer.

FIG. 61A is a flowchart depicting a method whereby a task is substitutedfor a random number in a game according to the present invention.

FIG. 61B is a flowchart depicting a method whereby a binary or a gradedresult is produced through user performance of a task according to thepresent invention.

FIG. 62 is a flowchart depicting a method whereby a random numberreplacement plug-in software module is used in connection with acomputer game according to the present invention.

FIG. 63A is a chart depicting example events giving rise to randomnumber replacement challenges according to the present invention withinthe context of an example pre-existing computer game.

FIG. 63B is a chart depicting example events giving rise to dicereplacement challenges according to the present invention within thecontext of an example pre-existing role-playing game.

FIG. 64A is a chart depicting example tasks to be performed forproducing a binary or a graded result according to the present inventionusing pre-existing games.

FIG. 64B is a chart depicting example tasks to be performed forproducing a binary or a graded result using academic, educational, orstandardized testing subject matter according to the present invention.

FIG. 65A is a flowchart depicting a method whereby a player togetherwith other players in a role-playing game context participates in achallenge for determination of a binary result in a dice replacementfunction of the present invention.

FIG. 65B is a chart of relationships between dice values and time valuesfor use in a method according to the present invention.

FIG. 66 is a flowchart depicting a method whereby a player together withother players in a role-playing game context participates in a challengefor determination of a graded result in a dice replacement function ofthe present invention.

FIG. 67 is an example “kit” of methods for replacing all dice in atypical d20 gaming situation with tasks according to the presentinvention.

FIGS. 68A and 68B depict a dedicated dual monitor according to thepresent invention.

FIG. 69A depicts a scanner scanning a barcode on a card according to thepresent invention.

FIG. 69B is a flowchart depicting a method whereby a card is used inconjunction with a spell-casting computer system according to thepresent invention.

FIG. 70 is an anterior view of a scanner scanning a barcode on a“cheat-proof” card according to the present invention.

FIG. 71 is an interactivity diagram depicting interactive relationshipsbetween elements of the current invention.

FIG. 72 is a flowchart depicting a method whereby game softwarecommunicates with random number replacement software according to thepresent invention.

FIGS. 73 through 83 depict example cards for use in the card gamesystem.

DETAILED DESCRIPTION OF THE INVENTION

The present invention provides an integrated gaming system that includesfive major subsystems that can be used together or separately. Thesesystems are:

-   -   electronic spell-casting system    -   physical or electronic card game system    -   dice and random number replacement system    -   electronic collectible card and card game creation system    -   physical or electronic chess game system

Integration of the subsystems allows substantial synergistic effects, asin the case of spells that can only be cast after a physical collectiblecard has been inserted into a scanner, magnetic strip reader, RFID tagreader, etc., to verify the presence of the card.

FIG. 1 depicts the present invention construed as a method, in which thesteps of each submethod disclosed herein are executed. FIG. 2 depictsthe present invention construed as a system, in which each system orpart interacts with the whole. FIG. 3 depicts the present inventionconstrued as an apparatus, in which a user's computer contains sets ofcomputer instructions, such as speech recognition software and gamesoftware, and appropriate hardware for proper execution and support ofthe processes disclosed herein. Interactive relationships betweencomponents of the present invention when construed as an apparatus aredepicted with more specificity in FIG. 71.

Turning now to the details of each system:

I. Electronic Magic Spell-Casting System

A disclosed electronic magic spell-casting system for use in a gameprovides disclosed hardware and software suitable for execution of stepsof a disclosed method in which a user provides disclosed physical andaudible input to a data processing system so as to produce a disclosedresult in the game.

The user inputs information to the data processing system through theuse of two primary mechanisms: (i) a “prop”, for physical input, and(ii) a microphone, for audible, i.e., verbal input. The prop can be inthe form of a magic wand, hand gesture interface, magic potion bottle,crystal ball, spoon, voodoo doll, or other magic item. The prop includesa position-sensing mechanism, such as a compass, gyroscope, tilt sensor,GPS receiver, or other position-sensing mechanism. The microphone can beworn on the head of the user, lapel, or other body part or can besupported by a microphone stand or can be an area microphone built intodata processing equipment, e.g., a computer, itself.

Physical and audible input is received by the computer and comparedagainst patterns in a pattern database. If the user inputs a sequence ofphysical and audible input that is recognized as matching a pattern, aspell may be triggered under certain game conditions. Effects of thespell are implemented according to the rules of the game and displayedto the user as appropriate.

FIG. 4 depicts the basic steps for creation, deployment, and usage of awand-based function of the present invention. A database of integrationpatterns is established 400. A database of wand input patterns isestablished 401. A database of speech input patterns is established 402.A database of magic spells is established 403. A database of magic spelleffects is established 404. A database of users/players is established405. A database of characters is established 406.

The databases are populated with information such as spell names 407.Each record in the magic spell database is assigned, through relationaldatabase “key” relationship, an integration pattern, which is a patternfor integration of an assigned speech input pattern and an assignedphysical input pattern 408. Recognition of these patterns is themechanism through which spells are triggered. Each record in the magicspell database is also related to one or more records in the magic spelleffects database 409.

When a person is ready to play the game, he or she creates 410 a recordin the users/players database and trains 411 the speech recognitionengine by reading a number of prescribed words or sentences so as toestablish speech files uniquely associated with his or her given playerrecord. He or she also trains 412 the wand input recognition engine byperforming a number of movements.

The user than creates or activates a character 426 and begins playing agame with which the present invention is to be used. If the user wishesto cast a spell 413, he or she inputs physical and verbal input.Different integration patterns require different sequences of input:some patterns call for verbal input to precede physical input; somepatterns call for physical input to precede verbal; some call foroverlap.

In FIG. 4, a user speaks 414 a “magic” word or phrase, such as theexamples 1203 in FIG. 12. If this word or phrase is recognized by thespeech recognition engine 415, the speech input is compared to speechinput patterns in the speech input patterns database 416 to find anymatching spells. The user then performs physical input 417 by moving thewand in a pattern such as the example depicted in FIGS. 6A, 6B, and 6C.If the physical input is recognized 418, the physical input pattern iscompared to those of the set of spells that matched the speech inputpattern 419 to find the identified spell. Only one spell will beidentified by a particular combination of speech and physical input.

If both the physical and speech input have matched a spell, the spellidentified is compared 420 against the character's spell book to verifythat the given character can cast the identified spell under game rules.If so, any applicable game rules are applied 421 to verify that thespell can be cast under the current game conditions. If so, the spellsucceeds 422, and one or more spell effects associated with the spellthat has been cast are applied 423 in the game and displayed, ifdisplaying such effects is part of the game. If the user wishes to castanother spell 424, he or she begins the spell-casting process again. Ifany step is failed, the spell fails 425.

Note that, by design, it is possible for a user to cast a spell that isnot the spell that he or she intended to cast; failed or unintendedspell-casting is part of the fun and the challenge, since the risk offailure forces players to improve their pronunciation of magic words andcadence of verbal phrasing and to master physical gestures, spacing andtiming of motions.

Note also that, as depicted in the example patterns for integratingspeech input patterns with physical input patterns, the steps ofproviding audible input and providing physical input can be performed inany order.

The motion-sensing or position-sensing physical input apparatus 501 canbe a wand or any other “magical” item, such as those depicted in FIG. 5.This apparatus 501 includes one or more motion or position sensors 502,such as a tilt sensor. Data is input to the computer 504 via such anapparatus 501 so as to convey relative or absolute position or motioninformation, such as XYZ coordinates, acceleration, or other position ormotion-related data as measured by the sensor 502. Verbal input isprovided through an audio input device 503, such as a headsetmicrophone. The computer 504 is equipped with suitable speechrecognition software to recognize and process such input.

FIGS. 6A through 6C depict an example of a wand pattern. From a levelposition, the wand 601 is pointed upward at time 1 as depicted in FIG.6A. Then it is moved into a level position as depicted in FIG. 6B attime 2 before being moved to point upward again at time 3 as depicted inFIG. 6C. This physical input pattern, therefore, is (i) point up, (ii)point level, (iii) point up, which is one of an infinite number ofphysical input patterns that can be input through the process depictedin FIG. 7: a physical input device is moved into a first position 701,moved into another position 702, and, if more positions are called forin a given pattern 703, moved into another position 702, and so on.

An alternative function provides for the use of a laser-tag deviceinstead of a wand. FIG. 8A depicts a laser tag vest 801 for use with alaser tag gun 802. The vest 801 includes target points in the abdomen803, shoulders (“epaulets”) 804, etc. Physical input patterns using thistype of physical input device are input by “shooting” target points inthe target vest 804 in a particular order or combination. For instance,abdomen-epaulet-abdomen can serve as a first pattern;abdomen-abdomen-epaulet can serve as a second pattern. FIG. 8A depictsthe physical input apparatus 802 shooting the vest 801 in the abdomentarget 803. FIG. 8B depicts the physical input apparatus 802 shootingthe vest 801 in the epaulet 804. Thus the action depicted in FIG. 8A andthe action depicted in FIG. 8B together form a physical input pattern,namely, abdomen-epaulet.

When using the laser apparatus instead of the wand apparatus, not onlyis the spell identified by the physical input pattern but also thetarget of the spell is so identified: whoever is wearing the vest that aplayer shoots in order to perform a physical input pattern is the targetof a spell so triggered. This dual usage for the information has obviousadvantages when the present invention is used in a multiplayer setting.However, certain spells do not involve a target, have a default target(e.g., all evil characters), or the target is inherently the spellcaster; in such cases, the sensor-based wand may seem more appropriateand intuitive to users.

A method for inputting physical input patterns for use in thelaser-based function of the present invention is depicted in FIG. 9: auser shoots a first target 901, then another target 902, and then, ifthe desired physical input pattern calls for more targets in thiscombination 903, another target is shot 902, and so on.

A dummy target board 1000 in FIG. 10 can be used with the laser-basedinput device for spells that do not involve a target or for use in soloplay. The dummy target board 1000 includes target points 1001-1008 whichserve in the stead of abdomen, epaulet, back, and any other targetpoints that may be included in an input pattern.

Other physical input devices can be used. One particularly attractivechoice is that of a gesture interface suitable for input of handsignals. In this function, a gesture interface 1101 depicted in FIG. 11Acaptures positional and motion data as input by the hand of a user 1102.Example hand gestures for use with the gesture interface input apparatusappear in FIG. 11B (a “peace sign”) and FIG. 11C (a “hang loose” sign).FIG. 11D depicts the process for inputting a physical input pattern viagesture interface: a first gesture is made 1121, another is made 1122,and, if the desired input pattern calls for additional gestures 1123,these gestures are made 1122.

Like the wand, the gesture interface is particularly attractive as aninput device because hand gestures are treated as a crucial component ofspell-casting in many fantasy literature and game settings.

FIG. 12 depicts a method of integrating speech input patterns andphysical input patterns. If the integration pattern begins with verbalinput 1201, a verbal input pattern, such as “Abracadabra” or otherverbal incantation as shown in FIG. 12, is input 1203 into the computer.Then, if the integration pattern has not yet been finished 1204 and thenext input required in a desired integration pattern is nonverbal 1205,then an appropriate physical input pattern is input 1202. The processcontinues according to depicted steps until completion.

FIG. 13 depicts a set of abstract logical relationships between a singleuser/player and multiple games that he or she can play; multiplecharacters he or she can play within the context of a specific game;multiple spells that a specific character can cast; multiple spelleffects associated with a specific spell; an integration patternassociated with the specific spell; and verbal and physical inputpatterns associated with the specific integration pattern.

FIG. 14 depicts an example of the abstract relationships depicted inFIG. 13, wherein a particular user plays a particular game using aparticular character to cast a particular spell that is associated witha particular integration pattern, in which is combined a particularverbal input pattern and physical input pattern; casting of the spellproduces particular spell effects in the game context.

FIG. 15 depicts an additional hand gesture (“thumbs-up”) for use with agesture interface physical input apparatus.

Although not necessary, it may be useful to include a “reset word”function for use in verbal input patterns. When the reset word isspoken, the user has a predetermined period of time within which toperform physical and speech input. After this time period has expired,extraneous input—accidental spoken words or movements of the wand, forinstance—will be ignored until the reset word is spoken again.

FIGS. 16 and 17 depict two possible timelines applicable when the resetword function is used. When the reset word function is used as it is inFIG. 16, the entire speech input pattern and physical input pattern mustbe input by the user prior to the ending of a predetermined period oftime after speaking of the reset word; this period of time is called a“spell-casting window”. In FIG. 17, the last input pattern, whetherphysical or verbal, in a desired integration pattern must be begunbefore the end of the spell-casting window but need not be completedprior to that time.

The present invention involves numerous databases related to each otherin primary ways as depicted in FIG. 18, which databases serve to makeavailable to a user the complex of logical relationships depicted inFIG. 13. As will be plain to one skilled in the art, these databases andthe relationships therebetween can be modified, omitted, or supplementedas necessary for a particular application of the present invention.

Numerous gaming scenarios for use of the spell-casting system arepossible, including, (i) individual human player against computeropponents; (ii) multiple human players against each other in a computerenvironment (e.g., virtual reality); (iii) multiple human playersagainst each other in a physical environment; (iv) multiple humanplayers in a pre-existing role-playing game, wherein the presentinvention serves as but an enhancement to the pre-existing game. Each ofthe scenarios and the processing routines associated with each aredescribed in detail below.

Single user play: In single user play, a videogame includes aspell-casting feature. The videogame can be a first person “shoot'em up”type game, a third person fighting game, or a role-playing game, orother type of videogame.

The player plays the game using conventional controllers forconventional features such as navigation, attacking with a gun or otherweapon, etc. When the user wishes to cast a spell, however, he or sheuses the speech input microphone and the wand or gesture interface toinput data into the computer. This data is processed per the presentinvention, and the results of spells are incorporated into the game(e.g., causing damage to opponents, causing regeneration of the player'scharacter's hit points, etc.).

Multiple human players in virtual environment: In this application,humans play against each other online conventionally. However, when agiven player wishes to cast a spell, he or she does so through thepresent invention.

Multiple human players against each other in a physical environment: Inthis application, humans play against each other in a facility createdfor such play, such as a laser tag arena. Laser tag guns and vests areused as in typical laser tag games. However, when a given player wishesto cast a spell, he or she does so through the present invention.

Multiple human players in a pre-existing role-playing game: In thisapplication, users play the pre-existing role-playing game, such asDungeons and Dragons, as usual. However, when a player wishes to cast aspell, he or she does so per the present invention, with the dedicateddual monitor 6801 depicted in FIG. 68A, with included computerprocessor, serving to process physical and verbal input. The computer6801 outputs a simple message, visually or aurally (e.g., an explosionsound), indicating whether the spell has been successfully cast. If thespell has been successfully cast, the dungeon master applies the effectsof the spell in the game as per the rules of the given role-playinggame.

Card game: In this application, cards in a card game display the word orwords to be spoken by the player and/or the gesture or wand motion to beexecuted by the player in order to cast a spell identified by the card.When a player wishes to cast the spell, he or she does so as in therole-playing game scenario above. If successful, the spell is cast, andits effects are incorporated into the card game as per the rules of thegame.

Board game: Spell-casting can be incorporated into a board game as it isin the card game scenario above.

II. Physical or Electronic Card Game System

A disclosed card game system, which can be embodied as a physical cardgame or as a computer “card” game, provides disclosed card facestructures which include a number of disclosed features for use withnumerous disclosed methods that together form a game.

According to the present invention, a face of a playing card ispartitioned into discrete segments. A deck consists of several playingcards with such partitioned faces, and each player has a separate deck.The game proceeds in rounds, with each player having a turn within eachround.

A six-sided die is rolled at the beginning of each round. For theremainder of that round, cards in a player's hand have the abilitiesdescribed in a single face segment that is identified by a number thatmatches the number rolled on the die.

Turning now to the FIG. 5, a user creates and arranges a deck accordingto the steps of the flowchart in FIG. 19 so that the user's cards arearranged in whatever sequence he or she prefers; however, during thegame, the user-intended deck order may be undone if the user is forcedto shuffle his or her deck per the process in FIG. 23.

Unlike conventional collectible card games, the number of cards in adeck is not predetermined. Rather, a maximum of power rating pointsestablishes the limit of the sum total of power ratings of individualcards allowed in a deck. The size of each player's deck is thusdetermined by the length of game the players want to play, as depictedin the flowchart in FIG. 20 with reference to a time-to-deck-power chartin FIG. 21 and a card-type-to-power chart in FIG. 22.

Each player creates and relates to the other players a myth,incorporating certain cards in his or her deck into the myth per stepsindicated in the flowchart in FIG. 24. The game is then played accordingto a process depicted in FIG. 25. A player wins when he or sheeliminates all other players; a player is eliminated 3207 per a processin FIG. 32.

During the game, each player's turn proceeds according to the process inFIG. 26A: spells and combat actions are executed 2601 as per FIG. 27,with reference to FIGS. 28A, 28B and 29; presuming that these actions donot end the game, spent cards, i.e., cards which have already attackedor blocked during the turn, are then placed 2602 under standing cards inwhich they are based as shown in the example in FIG. 26B; cards are thendeployed 2603 from the user's hand so as to become active according to aprocess depicted in FIG. 30; then, force cards are moved to otherstanding cards 2604, and standing cards are moved into differentformations 2604 per a process in FIG. 31; and then a user draws a cardor cards to replenish his or her hand 2605.

Of particular importance is the spell/combat phase of a user's turn.Combat attacks are divided into two types: (i) card attacks and (ii)direct attacks. Card attacks are directed at a particularlanding/standing card of an opponent. A direct attack is simply directedat an opponent, which opponent may elect to block the direct attack withany of his or her unspent active force cards. In certain cases, a directattack can result in direct damage or player termination per the processin FIG. 32. Handicap points, which can be gained at the beginning of thegame by constructing an “understrength” deck according to a processdepicted in FIG. 41 as well as at other times during the game accordingto the chart in FIG. 40C, are particularly important in avoiding directdamage.

Advanced users may incorporate additional methods of play, which areoptional, including the use of bidding per a process in FIG. 33A, theuse of citizen cards (which are not force cards but which are based instanding cards) per a process in FIG. 33B, and the use of months andseasons per a process in FIG. 33C.

Whatever the case, the spatial relationship between standing cardsdirectly affects the strength of force cards based therein. FIG. 34depicts “flanking formation”, which affords benefits to the card infocus position 3401. FIG. 35 depicts “defensive formation”, whichaffords benefit to the card in focus position 3502. FIG. 36 depicts“twins formation”, which affords benefit to both cards 3601 and 3602.FIG. 37A depicts a front-back position, which affords benefit to thecard in back 3702. Formation effects can be used in combination witheach other, as depicted in FIG. 37B.

FIG. 38 depicts an example landing/standing (“L/S”) card 3801. The faceof this card 3801 provides crucial information for use in the game. Aname of the card 3802 appears at the top, as does a number 3807 thatindicates the “force capacity” of this standing card 3801. The forcecapacity number 3807 indicates how many force cards can be based in thisstanding card 3801. Thus, since the force capacity number 3807 depictedis “3”, a maximum of three force cards can be “based in”, i.e., placedon top of, this L/S card 3801.

An “attributes indicator” 3803 also appears on the face of the card,indicating benefits that all forces based in, i.e., placed on, thedepicted card 3801 gain while based therein.

A “landing/standing capacity indicator” 3804 also appears on the face ofthe card 3801. Some L/S cards are landing cards but not standing cards;some cards are standing cards but not landing cards; and some cards areboth. If this indicator 3804 indicates that the card has “landing”capacity, a force card can be initially deployed on this card 3801;however, if this indicator indicates that a L/S card has no such landingcapacity, a force card cannot be directly deployed on that L/S card,i.e., cannot be moved directly from a user's hand to that card 3801during the deployment phase of a user's turn; rather, a force card canonly be moved to a non-landing L/S card 3801 during the movement phaseof a user's turn.

A graphic image 3805 appearing on the face of the card 3801 indicatesthat the depicted card is a “city” card. Other types of L/S cardsinclude forest, coast, mountain, plain, and riverbank cards.

A company logo 3806 can also be emblazoned on the face of the card forrevenue generation per the process depicted in FIG. 57.

FIG. 39 depicts an example force card 3901. The face of this card 3901provides crucial information for use in the game. A name of the card3905 appears. A basic attack (or offense) strength number 3902 and abasic defense strength number 3903 appear for use in melee per theprocess depicted in FIG. 29.

An indicator 3904 of the clan to which the card belongs and month andseasonal effects on this card 3901 appears. An indicator 3908 of thekinds of L/S cards upon which this card 3901 can be deployed and basedalso appears; this indicator 3908 also indicates any special formationbenefits this card 3901 receives above and beyond normal formationbenefits.

A logo 3909 submitted by a creator of the card through the processdepicted in FIG. 46 appears, as does a logo submitted by an originalpurchaser (“pooler”) of the card. An indicator 3911 of a power rating ofthe card also appears, as does a barcode 3910 identifying this card.

The face of this card 3901 also includes several surface segmentsindicating mood effects 3907 on the abilities of this card; each moodeffect is identified by a mood number 3906. A mood of a round of play isdetermined 2503 at the beginning of the round as per the processdepicted in FIG. 25. A mood effect associated with the mood number thatis the mood of a given round of play applies to this card 3901 for theentire round.

When an unspent force card is based in a L/S card, the force card isplaced on top of the L/S card in such a way as to leave the top portionof the L/S card uncovered. Such placement allows pertinent informationappearing on the face of the L/S card to remain visible to users. Anexample of proper placement of an unspent force card 3901 based in a L/Scard 3801 so as to reveal the force capacity number 3807 and otherindicators of the L/S card appears in FIG. 40A.

A playing surface and various materials for use in the game are depictedin FIG. 40B, which elements are labeled in FIG. 40B itself, e.g., diceused in the game and an example of the various states in which cards canbe in the game: a draw pile, which comprises cards that have not yetbeen drawn by the user into his or her hand; a user's hand, which theuser can view and from which cards can be selected for deployment; adeployed (“active”) landing card; an active standing card; an active,unspent force card based upon a standing card; and a discard pile, intowhich cards are put once they have been “destroyed” during play.

Dice, besides the six-sided die used to determine moods and resolvecombat, are optional. Uses for optional dice include: (i) d20—keeprunning tally of total handicap points available to a player (i.e., whena point is spent, the die is moved to the number that is the newremaining number of points); (ii) d12—randomly determine opening monthand then keep track of the current month thereafter by turning the dieeach turn to a number of a new month (i.e., “4”=April); and (iii)d4—keep track of season.

For further elaboration on the foregoing discussion, the official rulesof a preferred embodiment of the present invention as of the time ofthis writing are inserted below. Note that in this preferred embodiment,some implications have been used: (i) the distinction between a L/S cardwith landing capacity and one without landing capacity has beeneliminated, i.e., all standing cards have landing capacity (but a givenforce card may still be limited in its deployability for other reasons);instead of six mood partitions, only two appear on each force card; whena mood is rolled for a turn that does not match either mood partition ona given card, no mood is in effect for that card for that turn; and(iii) other variations.

Myths & Magicry™: The Collectible Card Game of Royalty

Object of the Game

To eliminate the other players by removing their cards from the game andthen making a final attack.

Number of Players

Two to four.

Estimated Playing Time

Varies according to players' choice of deck size, ranging from fifteenminutes to two hours.

Game Requirements

A pool of Myths & Magicry™ cards; one six-sided die (“d6”); and a Myths& Magicry™ rulebook.

Also recommended: one counter per player for tracking handicap points(e.g., beads, pennies, 10-sided die (“d10”) or 20-sided die (“d20”)).

For advanced play, add: one twelve-sided die (“d12”) for tracking monthsand one 4-sided die (“d4”) for tracking seasons.

Overview of Basic Play

Players are dealt pools of cards, consisting of force cards and standingcards. Each player selects a clan (black, blue, red or white) and cardsfrom the pool to be included in his or her playing deck, subject topower-rating constraints.

Each player then tells the other players the “myth” upon which his orher playing deck is based. During the telling of the myth, the playershows the other players three cards—the “myth cards”—from his or herplaying deck. Having viewed each others' myth cards, the players stacktheir decks as they wish. Play then begins.

Play proceeds by rounds, with each player having one turn within eachround. At the beginning of each round, the six-sided die is rolled todetermine a “mood” (1-6) for the round. Each force card in the game hastwo mood effects that appear on the face of the card. When the mood forthe turn matches a mood effect on a given force card, that mood effectapplies to that card for the entire round.

Player turns comprise various phases: the spell/combat phase; thedeployment phase; and the movement phase. During his or her spell/combatphase, a player can cast whatever spells are available through his orher active force cards and/or attack an opponent through combat. Duringthe deployment phase, a player can deploy a standing card and a forcecard from his or her hand, which typically comprises seven cards. Duringthe movement phase, a player can move force cards from one standing cardto another and can move standing cards into different formations toachieve formation effects.

Cards are removed from an opponent's playing draw pile through attacksthat go unblocked or through attacks that deal collateral damage. Anopponent is eliminated on the first direct attack that goes unblockedand unabsorbed after he or she no longer has any cards remaining in hisor her draw pile.

Building a Deck

Each player selects certain cards from his or her pool of cards to forma playing deck. Playing decks are limited in power to a maximum total ofpower points, depending on how long of a game the players wish to play:

15 minutes: 20 power points per playing deck

30 minutes: 30 power points

1 hour or more: 45 power points

Power points are calculated as follows:

Dragons and the Grand Wizard: 3 points

Knights, Hippogriffs, and Wizards: 2 points

All others, including standing cards: 1 point

After having selected all the cards for his or her deck, the playercreates a “myth” that includes three of the cards in his or her deck.Once a player has viewed the other players'myth cards (see, “Myths andMyth Cards”), he or she arranges the order of his or her playing deckprior to the commencement of play.

A player receives two handicap points (see, “Handicap Points”) for everypoint of “understrength” his or her playing deck has. For instance, ifthe player's final deck is only 19 power points strong in a game where20 power points is the maximum deck strength, that player receives twohandicap points at the start of the game for being one pointunderstrength.

Drawing a Hand

At the beginning of the game, each player draws the top seven cards fromhis or her draw pile to form a hand. The player will know in advancewhat these seven cards will be, since the player has stacked the playingdeck. Thereafter, however, an “Anarchy” may force the player to shufflehis or her draw pile.

At the end of his or her turn, i.e., after all spells, combat attacks,deployments and movements have been made, the player draws the greaterof (i) one card or (ii) enough cards to have a hand of seven cards,presuming that there are still cards left to draw from the player's drawpile.

Discarding

When a force card is destroyed through combat or otherwise or when astanding card is destroyed through pillage, the destroyed card is placedin the owning player's discard pile. These cards are out of the game,unless revived per the effects of a spell, such as “Resurrection.”

Standing Cards

There are two types of cards: standing cards and force cards. Standingcards are the fundamental building blocks of a player's engagementcapabilities. At least one standing card must be in play before anyforce cards (see, “Force Cards”) can be deployed.

Each standing card is either a city or non-city. Non-city standing cardsinclude forests, mountains, coasts, plains, and riverbanks. Eachstanding card is also classified as either water-accessible or notwater-accessible.

Each standing card has a maximum capacity of force cards that it canaccommodate. Non-city standing cards can only accommodate one force cardeach, whereas city standing cards can accommodate either two or threeforce cards.

Certain standing cards impart a bonus to certain types of force cards.

Standing cards can be arranged in a variety of formations that yieldcertain benefits when there are force cards based in these formations(see, “Formation Effects”). An example standing card appears in FIG. 38.

Force Cards

Force cards are the cards which actively engage the opponent, eitherthrough spell, attack, defense, or block. A force card can only bedeployed on a standing card that is already in play. A force card issaid to be “based” on the standing card upon (or under) which it isstacked.

Each force card has several features, including:

-   -   attack strength    -   defense strength    -   two mood effects    -   special attributes (“incidentals”) unique to that card    -   card type    -   indicator of whether the force can fly

An example force card appears in FIG. 39.

Myths and Myth Cards

After selection of his or her playing deck but prior to arranging theorder of the playing deck, each player tells the others the myth behindhis or her deck. During the telling of the myth, the player displaysthree “myth cards.” These cards should represent characters in the myth.

The advantage of showing myth cards: Myth cards get a +2/+2 bonus (i.e.,an increase of its basic attack strength points and basic defensestrength points by 2 units each) throughout the game.

The disadvantage: The other players get a preview of what they arefacing.

Moods

At the beginning of each turn, a d6 is rolled to determine a mood forthe round. The mood lasts the entire round.

Each card has two mood effects, each of which is associated with aparticular mood number ranging from 1 to 6. The mood for the rounddetermines which mood effects are active with respect to each card asdisplayed on the individual card itself.

For instances if the mood for a round as rolled on the d6 is “3,” thenall cards that have mood effects for “3” are affected for that round.Cards without mood effects matching “3” receive neither any bonuses norany penalties for mood that round.

Deployment

During each turn, after spells and combat attacks have been made usingactive force cards, a player may deploy at least one standing card, ifany are available in his or her hand.

Thereafter, a player may deploy at least one force card, provided thatthe player has a force card in his or her hand. However, a force cardcan only be deployed on an active standing card that still has availablecapacity. For instance, a “Coast” standing card has a capacity of oneforce card; thus, if a force card is already based in a coast standingcard, no additional force card can be deployed to that standing card.

Some force cards have a “rapid deployment” ability. These cards can act(attack, etc.) immediately upon deployment as though, for that one cardonly, the spell/combat phase for that player's turn resumes.

Instead of deploying any cards, a player may discard one card from hisor her hand, placing it in the discard pile, and draw one card from thetop of his or her draw pile. This action uses up his or her entiredeployment phase for the turn.

Movement

During the movement phase of a player's turn, that player's standingcards can be moved into whatever formation the player desires.

That player's force cards can be moved to any of that player's standingcards that still have excess capacity available. Force cards cannot moveto a standing card that is already at full capacity unless a “swap”power is invoked, which only a few force cards have. Using the swappower, the two force cards involved in the swap are exchanged betweentwo standing cards. Only one of the two force cards involved in a swapmust have the swap power in order for a swap to be possible.

Formation Effects

Standing cards can be arranged in formations so as to create certainoffensive or defensive bonuses; however, these bonuses only apply whenat least one force card is based in each of the standing cards in theformation. There are four formations:

-   -   Front-back formation—back force card gains an extra attack each        turn, if and only if it has a range weapon attack, which term        also includes a breath weapon (FIG. 37A)    -   Twins formation—each force card member of twin formation gains a        bonus of +1/+1 (FIG. 36)    -   Flanking formation—focus force card gains bonus of +3/0 (FIG.        34)    -   Defensive formation—focus force card gains a bonus of 0/+3 (FIG.        35)

Bonuses from formations are cumulative as shown in FIG. 37B. Forinstance, a card could be in twin formation with respect to one card anddefensive formation with respect to two others, and thus receive a totalbonus of +1/+4.

A force card is said to be in “isolation” when it is based in a standingcard that plays no role in any formation.

Spells

Certain cards have the ability to cast spells during the spell/combatphase of a user's turn. There are three types of spells:

Battle

Cultural

Persuasion

For each type of spell, there are approximately six spells, each havingunique effects as described in the Spellbook (below). When casting aspell, a player designates the target of the spell as per the conditionsof the spell. When a card indicates that it is “immune to” a certaintype of spell, the meaning of that immunity is detailed in thedescription of the spell itself.

Spell attacks are treated as combat attacks, except that the spellcasteris not at risk of destruction. For instance, if a spell of 5/0 is castagainst a force with a defense strength of 6, the attacking anddefending players each roll a six-sided die, and the defending card getsa +1 (6−5=1) advantage. If the defending card loses or ties, it isdestroyed. If it wins, nothing happens.

Spell-casting cards can only cast one spell per round unless otherwisenoted on the card. Casting a spell does NOT prevent a card fromundertaking a combat or movement action (attack, block or move toanother standing card), i.e., does not result in the card being “spent.”

Combat: Card Attack

During the combat phase of the player's turn, he or she may elect tomake a “card attack” or a “direct attack.” In a card attack, aparticular standing card of an opponent is identified and attacked witha particular force card of the attacking player. Combat then occurs asfollows.

The attack rating, with all modifiers, of the attacking card is comparedto the defense rating, with all modifiers, of the toughest defensiveforce card on the standing card being attacked. (Cards that are “spent”cannot defend.) The difference is found to produce an “advantage.” Forinstance, if a dragon with an attack strength of 10 attacks a knightwith a defense strength of 7 and bonus of 0/+1 (making for a totaldefensive strength of 8), the difference is 2 (10−8=2), making for anadvantage of “2” for the dragon.

Each player then rolls a d6 and the advantage is added to the roll ofthe card with the advantage. The highest total roll, i.e., number rolledplus, in the case of the card with the advantage only, the number ofadvantage, wins. Thus, in our example, if the dragon rolls a 2 and theknight rolls a 3, the dragon, with an advantage of 2, will have a totalroll of 4 and will therefore prevail over the knight's roll of 3. If atie results, both cards are destroyed. Destroyed cards are placed in theplayer's discard pile.

If the attack is successful, the attacking card is placed under thestanding card on which it is based for the remainder of the round, toindicate that the card is “spent” for that round, i.e., it cannotattack, block or defend again. Cards with the special ability of havingmore than one attack per round are not spent until they have used alltheir attacks per the instructions on the card itself. A successfuldefending card is not spent; a card can defend infinitely without beingspent, although blocking results in a card being spent.

Combat: Direct Attack

In a direct attack, the attacking player designates an opponent and anattacking card. The selected opponent then decides whether to “block”the attack or to let the attack pass through. The defending opponent canblock with any active, unspent force card. If he or she blocks, combatis followed as in a card attack, except that the blocking card, if itsurvives, is spent after the successful block, unless it has a specialability of being able to engage in more than one block per round.

If the direct attack is not blocked, then the opponent being attackedcan choose to “absorb” the attack.

If the attack is absorbed, the defending player loses a number ofhandicap points that equals the number of basic attack points—withoutANY modifiers—the attacking card has. If a player does not have enoughhandicap points, an attack cannot be absorbed.

If the attack is not absorbed, the defending player loses cards directlyfrom his or her draw pile itself in a number that equals the number ofthe basic attack strength of the attacking card minus a roll of one d6,but at least one card is lost.

A player is eliminated by the first direct attack against that playerthat goes unblocked and unabsorbed when that player has no draw pileremaining at the time of the direct attack.

Collateral Damage

Certain force cards have the ability of collateral damage, which meansthat, when a direct attack is blocked but results in destruction of theblocking card, victory margin points, if any, can cause direct damage.

For instance, if a dragon with collateral damage ability destroys ablocking rider by a total roll of 7 to 2, a margin of victory of 5points results, meaning that 5 points of direct attack are lodged at theattacked opponent, who must either absorb the attack or lose cards inthe amount of 5 minus a d6 roll. In the case of collateral damagehowever, there is no minimum number of cards lost; if a 5 or 6 is rolledin our example, all 5 direct attack points are neutralized.

Collateral damage cannot be blocked, but certain cards have a specialability to absorb collateral damage that would have otherwise occurred.

Pillage

Certain force cards have the ability of pillage, which means that, whena card attack is successful such that a defending card is destroyed, ifthere are no remaining, unspent defenders in the standing card attacked,the standing card is destroyed and placed in the discard pile. Any spentforces based in the standing card that is pillaged are also destroyed. Acard with pillage automatically destroys an undefended standing cardthat it attacks.

Pillage damage cannot be avoided except by deployment of cards whichhave a special ability to prevent pillage that would otherwise occur.

Occupy

Certain force cards have the ability of occupy, which means that, when acard attack is successful such that a defending card is destroyed, ifthere are no remaining spent and unspent cards based in the attackedstanding card, the attacking player can base forces in the attackedstanding card unless or until it is recaptured. However, no benefits arereceived from an occupied standing card for based forces, and it cannotbe used in a formation.

Handicap Points

Handicap points can be gained through a number of ways, such asselecting a playing deck that is understrength or through deploying acard that causes periodic gains of handicap points.

A maximum of ten or twenty (set by user choice) handicap points at anygiven time is allowed. Any gains in excess of this maximum are lostimmediately.

Handicap points have a number of uses. One crucial use for handicappoints is that of absorbing of direct attacks. Absorption prevents theloss of cards out of a player's draw pile that would have otherwiseoccurred through a direct attack. Handicap points may also be exchangedfor certain benefits available to a given card as specified on the carditself.

“Spent”/“Unspent”

Force cards are said to be spent after they have been used to attack orblock in a turn. Spent cards are placed under the standing card in whichthey are based until the beginning of the player's next turn. Theycannot defend against attacks upon the standing card in which they arebased, nor attack, block or move again during that round (unless thegiven card has multiple attacks or blocks per round and has at least onesuch action remaining).

Spent cards are moved out from under the standing card in which they arebased at the beginning of a player's turn and returned to “unspent”position, from which they can act again, i.e., attack, block, or move.

Casting a spell does NOT cause a card to be spent. And if a card has theability to cast a spell that can be cast during another player's turn,such as the spell “Virtue,” then the card can still cast that spell,regardless of whether it is in spent or unspent position.

Advanced Game Enhancements

Players who have mastered the basic game may wish to incorporateadditional elements as described below.

Bidding

At the beginning of each round, each player bids the number of forcecards he or she expects to have active at the end of the round. Bids arethen compared to the actual number of force cards each player has in thegame at the end of the round. Perfect bids gain the player 3 additionalhandicap points. Inaccurate bids lose the player the number of handicappoints equaling the margin of error of the bid. For instance, if aplayer bids “3” and has “5” at the end of a round, he or she loses 2handicap points.

Months

At the beginning of the game, a d6 is rolled to determine the startingmonth of the game, January (a roll of 1) through June (6). At thebeginning of each turn thereafter, the month advances by one month. Atwelve-sided die is turned each round to indicate the month by number.

Some force cards have month modifiers, specified on the card itself,such that, during that month, certain additional effects are in forcewith respect to that card.

Seasons

The season is determined by the current month:

December-February: Winter

March-May: Spring

June-August: Summer

September-November: Fall

Some force cards have a seasonal modifier, specified on the card itself,such that, during that season, certain additional effects are in forcewith respect to that card.

Formation Effect Modifiers

Some force cards have formation effect modifiers, specified on the carditself, such that, when the card is in a given formation, certainadditional effects are in force with respect to that card.

Standing Card Deployment/Basing Limitations

Some force cards can only be deployed and/or based in certain types ofstanding cards. These limitations are specified on the card itself andapply throughout the game.

Spellbook

Battle Spells

Lightning Bolt

Attack of 5/0 delivered against designated card, unless immune to battlespells. Attack can be blocked by card of opponent's choice, but blockingcard must roll a “2” or higher (d6) or be immediately destroyed,regardless of defense points.

Warhammer

Designated opponent must roll a “2” or higher (d6) or casting playergets to move up to three of opponent's standing cards that are in asingle formation into isolation. Formations in which all standing cardshave at least one based force card that is immune to battle spellscannot be broken up by this spell.

Thunder

Each knight, rider and ranger card of a designated opponent must roll a“2” or higher (d6). Failing forces, except those immune to battlespells, lose control of their mounts and return to the given opponent'shand.

Virtue

Player selects one card for a 0/+4 bestowal that lasts the entire round.This spell can be cast during an opponent's turn in response to a spellor a combat attack by an opponent. This bestowal can be used to benefitany card, even those that are “immune to all spells.”

Hail Storm

Designated opponent must roll a “2” or higher (d6) or designatedopponent's range and breath weapon attacks are nullified andrange-weapon-using forces are neutralized (cannot block or attack butCAN defend themselves) for entire round, except those immune to battlespells.

Landslide

Designated opponent must roll a “2” or higher (d6) or lose a standingcard of player's choice, except one in which is based a force card thatis immune to battle spells (or all spells). If a force card is based onthe removed standing card, the based force card is returned toopponent's hand.

Cultural Spells

Propagate

Upon casting, player can deploy an additional standing card from his orher hand.

Clairvoyance

Player gets to view the top card of designated opponent's draw pile. Ifthe viewed card is not immune to cultural spells, player gets to viewthe next card, and so on until a card that is immune to cultural spellsappears. (Opponent does not get to see any of the cards that castingplayer sees.) Once viewing is stopped, cards are returned to opponent'sdeck in original order.

Opportunity

Player can rearrange all formations at beginning of his or her turn.Formation effects apply immediately.

Renaissance

Player must sacrifice one card randomly selected from draw pile but thencan re-stack draw pile as he or she wishes. If randomly selected card isimmune to cultural spells, the spell is effective but the card drawn isnot sacrificed but rather returned to the bottom of the draw pile afterrestacking.

Broken Heart

Designated card must roll a “2” or higher (d6) or suffer an attack of9/0. If saving roll fails, formation effects do not apply to defensepoints. This spell CANNOT be used against wood creatures or Valkyrie.

Rejuvenation

Player gains +1 handicap point.

Persuasion Spells

Resurrection

Player can spend five handicap points to attempt to return top card ofdiscard pile to the bottom of the draw pile. If top card of discard pileis immune to persuasion, attempt fails.

Anarchy

Designated opponent must roll a “2” or higher (d6) or draw top card ofdraw pile. If card drawn is not immune to persuasion, designatedopponent must shuffle deck. If immune to persuasion, top card isreturned to top of deck.

Numbness

Designated opponent must roll a “2” or higher (d6) or cannot movestanding cards this turn. Force cards that are immune to persuasion canstill move from one standing card to another.

Summon Allies

Player can deploy an additional force card this turn, except one that isimmune to persuasion.

Guillotine

Designated royalty, courtier or courtesan card in opponent's hand mustroll a “2” or higher (d6) or be immediately destroyed, unless it isimmune to persuasion.

Propaganda

Designated opponent must roll a “2” or higher (d6) or immediatelydiscard one force card from current hand that is not immune topersuasion. If opponent's hand holds no force cards that are not immuneto persuasion, spell is repulsed automatically.

Undead Army

This spell enables player to attack once with top card from player's owndiscard pile, unless it is immune to persuasion After attack iscompleted, card is returned to top of discard pile.

Backstabbing

Designated card must roll a “2” or higher or suffer an attack of 9/0 asif delivered by an assassin, unless the attacked card is immune topersuasion. Spell can be blocked by forces with assassin-blockingabilities. If saving roll fails, formation effects do not apply todefense points.

For more information on Myths & Magicry™, contact:

-   Inventerprise®-   www.inventerprise.com-   ©2004-2005 Inventerprise®. All rights reserved.    III. User-Created Card System

A disclosed method provides a user access to an Internet-accessible sitethrough which he or she may create a custom card for use in acollectible card game that is acceptable under the rules thereof, submitthis card for approval by the gaming community, and earn a royaltythrough distribution and sale of this card. Numerous disclosed methodsallow revenue generation in connection with user-created cards whilealso allowing disclosed methods of preventing piracy of such cards.

First, a user registers with a company through the process depicted inFIG. 42. A user may be required to purchase a noninfringement bond 4205and/or indemnify the company against infringement liability if the userwishes to submit new card designs or participate in financialtransactions, since the company will have no way of knowing whether thedesigns submitted by the user are violative of the rights of otherintellectual property owners. Thereafter, a user follows the processdepicted in FIG. 43A with reference to FIGS. 44 and 45 in order tocreate and submit a card for approval by the relevant card gamecommunity. If the user attempts to create a card that is too strong 4408according to the power rating assigned to this card through the processin FIG. 45, the user's submission will be automatically rejected. Thisprocess minimizes the likelihood of creation of a “killer card” thatwould throw off the balance of the game and thereby make ituninteresting.

The community can approve or disapprove the user's proposed card throughthe process depicted in FIG. 43B. The community approval process can bedone by a one-person/one-vote approach, or individual users in thecommunity can be granted special “authority weighting” that causes theirvotes to be counted more heavily than the votes of other members of thecommunity. An authority weighting can be based on the length of timethat a user has been a registered user, the number of card designs thatthe user has submitted that were later selected as an official card, orsome other criterion. The score of a new card design is calculatedeither with 4313 or without 4315 authority weighting. If the proposedcard, which has already survived the process depicted in FIG. 44,receives enough votes to meet or exceed a predetermined threshold, it isapproved 4317 and automatically becomes an officially sanctioned card.Otherwise, the card fails to become approved 4316.

If the card is approved 4303, the card is added 4305 to the cardsdatabase (see FIG. 50) and made available to the public 4306 through thedistribution process depicted in FIG. 46 The card is then used 4307,along with other cards created by the company or by other users, inplaying games.

A card distribution process is depicted in FIG. 46. Once auser-submitted card has been approved, the card creator logs into thecompany website 4601 and sets a price 4602 at which copies of the carddesign created by the user are to be sold. The card creator then uploadshis or her logo or other branding graphic 4603 to be included on copiesof the card design (e.g., 3909 in FIG. 39). The card creator then setsthe total quantity of cards to be made available and other criteria,such as whether the card will be made available through download fromthe company's website or printed in advance 4604.

If the card creator decides to make the card available through download4605, a card purchaser can log into the company website 4606, upload hisor her own branding seal 4607, purchase blank sheets for printing cardson 4608, download card printing software 4609, and purchase the card4610.

The card image file is then created, including the barcode image of theunique serial number of the card 4611 to be printed, as well as thebranding seal of the card creator and the branding seal of the card“pooler”, i.e., the original purchaser of this particular card function.The resulting image file is then provided to the user for printingthrough the card printing software 4612 previously downloaded. The userprints the card 4613 and notifies the company that the card has printedsuccessfully 4614, at which time the card and the registered user areadded to the official registry database 4616. If the card is later sold4617, the new owner updates the official card registry 4618.

If the card creator decides to go for a print rather than downloadapproach, the cards are printed in the quantity specified 4619 by thecreator, and typically, the creator is charged for the price of theprint run 4622. The card is sold through retail channels 4621, and aroyalty is paid to the card creator on each sale 4623; this isessentially a consignment model. Whenever a new purchaser buys a cardthrough this model, the new owner registers that ownership in theofficial registry 4624.

Anti-Counterfeiting Techniques

FIG. 47A depicts a process for use in a function of the presentinvention that makes use of a “print-under” barcode, i.e., a barcodethat can only be viewed with penetrating energy frequencies, e.g.,X-rays, rather than reflective light, for protection againstcounterfeiting. FIG. 47B depicts a process whereby a print under barcodecan be used for security purposes even after the card has been printedon, i.e., “overprinted,” by a user.

FIG. 48 depicts a process whereby one of three additional antipiracytechniques can be used. Under one technique, a random pattern isgenerated and printed on a card with ink (UV or IR) that is only visiblewith ultraviolet or infrared light 4804; an example of such a patternappears in FIG. 49A. Under another technique, slightly different shadesof ink are used during different printing runs and correlated with cards4806; cards that appear to be identical but do not use the same shade ofink are counterfeit, as per the comparison depicted in FIG. 49C. Underanother technique, impurities are added 4805 to the paper upon whichcards are printed; these impurities are mapped using penetrating lightso as to produce a unique fingerprint for each card 4807. Thisfingerprint may also be recorded in a barcode printed on the card itselfand can be used to authenticate cards thereafter. An example of such afingerprint is depicted in FIG. 49B.

FIG. 50 depicts core databases and relationships therebetween for use inthe user-created card system. FIGS. 51 through 57 depict some, althoughclearly not all, revenue models for use in commercializing the presentinvention. FIG. 58 depicts a method whereby a self-destructing, i.e.,single-use, program is used to allow an electronic gift of a collectiblecard to be given without the risk of unauthorized duplication.

IV. Board Game System

A disclosed board game system includes a disclosed method wherebystandard chess pieces (i.e., eight pawns, two rooks, two bishops, twoknights, a king and a queen for each of two players) are used in a gameof chess that incorporates novel processes. In particular, thechessboard itself is “played” one square at a time. Meanwhile, eachchess piece can only get into the game by being deployed on an availablesquare after that square has itself been deployed. After deployment,each chess piece is moved and victory is achieved according to thestandard rules of chess, except that movement of a piece is limited toalready-deployed tiles.

A novel method of playing chess according to the present invention isdepicted in FIG. 59. At the beginning of the game, each player has acomplete set of chess pieces 5901, none of which are on the chessboard.A group of sixty-four tiles (one for each square of the chessboard) fromwhich both players will draw one tile per turn is also provided, butnone of these tiles are on the chessboard at the beginning of the game.Thirty-two black and thirty-two white tiles are provided.

During the first player's turn, he or she draws 5902 a tile from thecommon pool of tiles and places 5902 this tile somewhere on thechessboard in a square that matches the color of the tile. He or she maythen be able to deploy a chess piece on the deployed tile 5905. However,non-pawn pieces (bishop, rook, knight, king, queen) can only bedeployed, i.e., first brought onto the board, on a square that is in theback row of squares, i.e., the row of squares in which these piecesbegin a standard game of chess. Pawns can only be deployed on a squarein the second row of squares on the board, i.e., the row of squares inwhich pawns begin a standard game of chess.

The first chess piece that a player deploys in the game must be theplayer's king. Thereafter, there is no fixed order for deployment ofpieces.

Once a player's turn is finished, the other player's turn begins. Playproceeds by turns until checkmate or stalemate is achieved as in astandard game of chess.

Thus, for illustration, an example chessboard 6000, a group of tiles6001 (not all 64 tiles are depicted), and a group of chess pieces 6002(not all thirty-two chess pieces are depicted) according to the presentinvention are shown in FIG. 60A. An example of a first move in a game isdepicted in FIG. 60B: a white tile 6003 a is deployed on a white squareof the chessboard 6000.

An example of a second move in a game is depicted in FIG. 60C: the firstplayer deploys his or her king 6002 a on the already-deployed white tile6003 a. This move completes the first player's turn in our example. Eachturn thus consists of a tile action (deployment of a tile) and a pieceaction (one of either (i) deployment or (ii) movement of a chess piece).

An example of a third move in a game is depicted in FIG. 60D: the secondplayer, in his or her first turn, draws and deploys a black tile 6004 aon a black square of the chessboard 6000.

An example of the progress of the example game is depicted in FIG. 60E.At the depicted point in the game, the first player has deployed fivetiles and three chess pieces, as well as used his or her piece action tomove two of these chess pieces. The depicted scenario would be theresult of the first player's first five turns as follows:

-   -   Turn 1: tile action: deploy white tile as per FIG. 60B; piece        action: deploy king on white tile in back row as per FIG. 60C    -   Turn 2: tile action: deploy white tile diagonally adjacent to        previously deployed white tile; piece action: move king        diagonally to most recently deployed white tile    -   Turn 3: tile action: deploy black tile squarely adjacent to both        previously deployed white tiles; piece action: deploy rook on        white tile in back row    -   Turn 4: tile action: deploy white tile squarely adjacent to        already-deployed black tile; piece action: move rook to        already-deployed black tile    -   Turn 5: tile action: deploy white tile diagonally adjacent to        white tile upon which king is currently situated; piece action:        deploy queen on white tile in back row

The second player in the depicted scenario has had four turns asfollows:

-   -   Turn 1: tile action: deploy black tile as per FIG. 60D; piece        action: deploy king    -   Turn 2: tile action: deploy second black tile in back row; piece        action: deploy rook    -   Turn 3: tile action: deploy white tile squarely adjacent to        second black tile in back row; piece action: move rook to white        tile    -   Turn 4: tile action: deploy black tile diagonally adjacent to        both black tiles in back row; piece action: deploy bishop

Certain tiles in the tile pool may include information on the face ofthe tile that is unique to the given tile and allows special actions tobe taken during the turn in which the given tile is played. If a playerplays 5903 a tile such as the tile depicted in FIG. 60G, that sameplayer gets to draw and deploy another tile during the same turn beforehis or her piece action 5904. Similarly, if a player plays 5907 a tilesuch as the tile depicted in FIG. 60F, that same player gets to deployan additional chess piece during his or her piece action of the sameturn, but only, of course, if a tile is available upon which a chesspiece can be deployed. FIG. 60H depicts another tile that allows specialbenefits.

Alternately, special benefits can be indicated simply by a pair ofnumbers: the first number representing additional tile deploymentbenefits, and the second number representing additional piece actionbenefits. Thus, using this approach, the tile depicted in FIG. 60(I),which reads “0/1”, would allow an additional piece action to beperformed during the turn in which the depicted tile was deployed. Thetile depicted in FIG. 60J, which reads “1/0”, would allow an additionaltile to be drawn and deployed during the turn in which the depicted tilewas deployed. The tile depicted in FIG. 60K, which reads “1/1”, wouldallow both an additional tile to be drawn and deployed and an additionalpiece action to be performed during the turn in which the depicted tilewas deployed.

FIG. 60L depicts the process whereby a card game or chess game accordingto the present invention is converted to software form so that it can beplayed either (i) online against an artificial intelligence opponent6065 or a live human opponent via the Internet 6064 or (ii) locally on adesktop or laptop computer or home computer game console against anartificial intelligence player 6066 or live human player 6067.

V. Random Number Replacement System

A method is disclosed whereby events in computer games or liverole-playing games (RPG) that are conventionally resolved through theuse of a random number, either through computer-generated random numberin the case of computer games or through dice roll in the case of RPG,are instead resolved through user performance of a task. This task canbe performed individually, which method is probably preferable in thecontext of a computer game, or collectively with other players, whichmethod is probably preferable in the context of RPG. This task can be ofa purely fun nature, as in the disclosed methods of using pre-existinggames to produce random numbers, or of an educational, academic, or testpreparation value, as in the disclosed methods of using questions whichtest and develop mental skills and knowledge.

For instance, in the present invention, a threshold used in a RPG isdetermined conventionally according to the rules of the givenrole-playing game (e.g., armor classes, attack bonuses, strengthbonuses, etc.), but instead of a dice roll being compared against thethreshold, a player's performance at a particular task is measured andcompared against the threshold to determine success or failure. Thus,the disclosed method is, in general terms:

-   -   1. Determine threshold (on a scale of 1 to 20, as usual in a d20        setting)    -   2. Have player perform task    -   3. Grade performance on scale of 1 to 20    -   4. Compare performance to threshold to determine success or        failure

FIG. 61A depicts the basic method whereby the present invention is usedto replace the function served by a random number in a computer game6172 or a RPG 6173. Specifically, when an event occurs in a computergame that would conventionally give rise to the use of a random number,a novel random-number-replacement (“RNR”) software program according tothe present invention is prompted to provide a number or result—bychallenging the player of the computer game to perform an interestingtask—to the computer game software that is then used by the computergame software to resolve or calculate the event giving rise to the needfor a random number 6172. Similarly, when an event occurs in arole-playing game that would conventionally be resolved by dice roll, anumber or result is instead generated by challenging the player whowould otherwise be performing the dice roll to perform an interestingdice replacement (“DR”) task instead 6173.

Typical situations in which a random number is used in a computer gameor RPG context can be divided into two types: (i) binary resultsituations (win/lose, live/die, etc.) and (ii) graded result situations(a mediocre roll produces mediocre results, a very high roll producesexcellent results, etc.).

FIG. 61B depicts a disclosed method whereby both situations are fullyaddressed by the present invention in the context of a RPG so that abinary result or a graded result can be produced through auser-performed task. First, potential tasks to be performed by a userare separated into various levels of difficulty 6102. If a binary resultis needed 6101, a threshold according to the given game rules iscalculated 6103 and a task with a difficulty level appropriate to thelikelihood of success in meeting the threshold using a random number isselected 6104, i.e., if the event to be resolved would have a very lowlikelihood of success, a very difficult task is selected. The playerthen performs the task 6105. If the task is performed successfully 6106,the threshold has been met 6107; if the task is not performedsuccessfully 6106, the threshold has not been met 6108. The binaryresult is then treated as it would have been treated in the context ofthe game had it been attained through the use of a random number 6109.

If a graded result is needed 6101, a ratio is established between thegame-specific quantity that would usually be generated by random number(ability points, hit points, gold pieces, etc.) and potentialperformance grades 6113. A task is selected 6114, and the playerperforms the task 6115.

Performance is graded 6116, and the resulting performance grade isconverted 6117 to the game-specific quantity according to theestablished game-quantity-to-performance-grade ratio. The graded resultis then treated as it would have been treated in the context of the gamehad it been attained through the use of a random number 6109.

FIG. 62 depicts a disclosed method whereby both situations are fullyaddressed by the present invention in the context of a computer game sothat a binary result or a graded result can be produced through auser-performed task. First, a user installs a plug-in software RNRmodule 6201 and installs software for a first RNR-enabled computer game6202. The user then, in the computer game software, indicatescircumstances in which random number replacement is to be used and thetypes of challenge the user would like to face 6203. Provided that thetypes of challenges the user has selected are available 6204 using thegiven RNR module, the user then plays the game 6206. If the user hasselected a type of challenges that is not available under the given RNRmodule 6204, e.g., the user has specified “English vocabulary questions”as his or her preferred type of challenge but does not own the Englishvocabulary module, he or she must purchase an expansion kit that wouldenable the preferred question type to be the type of challenge faced bythe user 6205.

The types of modules are endless: English vocabulary; other languagevocabulary; math; science; music; standardized test preparation (SAT,ACT, LSAT, GRE, MPRE, Bar Review, GMAT, MCAT, etc.) and many others.

When a challenge-generating event occurs 6207 during the game, i.e., anevent that would typically be resolved through the use of a randomnumber and has been specified by the user as the kind of event that theuser would prefer to resolve through the use of the RNR module, thecomputer software communicates with the RNR module per the processdepicted in FIG. 72 so as to challenge the user to a user-performedtask. If the user accepts the challenge 6208, a determination is maderegarding whether a binary result or a graded result is needed 6211. Ifthe user declines the challenge 6208, a random number is generated asusual to determine the outcome without reference to the RNR module 6209.

If a binary result is needed, the probability of success were the eventresolved by random number is calculated 6212 and a set of tasks of adifficulty level that is appropriate to the determined likelihood ofsuccess is selected 6213. From the group of selected tasks (e.g.,individual vocabulary questions), a particular task (e.g., a particularvocabulary question) is chosen by random number generated by the RNRmodule software 6214. The user then performs the task 6215. If it issuccessfully performed 6216, this result is communicated to the gamesoftware per the process depicted in FIG. 72, and it is treated in thecontext of the game just as success would have been treated if thesuccess had been generated by random number 6217. Failure iscommunicated similarly and treated as failure would have been treatedhad it been the result of a random number 6218.

If a graded result is needed 6211, a set of grade-able tasks is selected6220 in the RNR module software and a particular task is chosen fromamong this set by random number 6221.

The user then performs the task 6222, and his or her performance isgraded 6223. The resulting grade is then translated into thegame-specific quantity which the challenge was undertaken to establish6224. The resulting game-specific quantity is then communicated per FIG.72 and then incorporated into the game as though this quantity had beenestablished by random number within the game software 6225.

FIG. 63A is an example of the kinds of events that would conventionallybe resolved through reference to a computer-generated random number inan example, pre-existing computer game (“Civilization” in the depictedexample) but which instead can be resolved by user challenge through theuse of the RNR method of the present invention. Example game-specificevents giving rise to both a binary challenge and a graded challenge andthe results of these types of challenges are depicted.

FIG. 63B is an example of the kinds of events that would conventionallybe resolved through a dice roll in an example, pre-existing role-playinggame (“Dungeons and Dragons” in the depicted example) but which insteadcan be resolved through the dice replacement method of the presentinvention. Example game-specific events giving rise to both a binarychallenge and a graded challenge and the results of these types ofchallenges are depicted.

FIG. 64A depicts example tasks for producing a binary result and agraded result according to the present invention, which tasks are drawnfrom pre-existing games like popular games such as “Trivial Pursuit” and“Taboo.”

FIG. 64B depicts example tasks for producing a binary result and agraded result according to the present invention, which tasks aretargeted toward developing particular academic, educational, or testtaking skills like the skills needed for the LSAT or GRE.

A method of using a pre-existing game “Pictionary” to produce a binaryresult according to the present invention for dice replacement in ad20-based role-playing game is depicted in FIG. 65A. FIG. 65B is a chartdepicting relationships between dice roll thresholds and correspondingseconds allowed to perform successfully a task under the method depictedin FIG. 65A.

FIG. 66 depicts a method for producing a graded result according to thepresent invention through the use of the pre-existing game “Taboo.”

Alternately (not depicted), the spell-casting function described abovecan also be used as a dice replacement task. In this case, a userattempts to match a pattern of movement and way of saying the spellphrase as accurately as possible. The closer his performance is to thestandard, the higher his score, again on a scale of 1 to 20. The samecan also be achieved by using a sensor-equipped “sword” which measuresvelocity and position and compares a stroke taken by the player to anideal stroke, rating it, and outputting a score.

FIG. 67 depicts an entire suite of related methods whereby all the diceconventionally used in a d20-based role-playing game are replaced usingpre-existing games.

FIGS. 68A and 68B depict a dedicated dual monitor with enclosed computerprocessor for use in a live role-playing game setting. One display 6802faces the dungeon master; the other display 6804 simultaneously facesthe player. This dual monitor, preferably with touch screen displays,can be used to facilitate dice replacement as well as keeping track ofall variables which dungeon masters and players must typically track.The display, for instance, can include output of the player character'scurrent initiative roll, hit point level, weapon selection, etc., to beviewed by the dungeon master at a glance. All of these variables can beinput and then updated on-the-fly by the player using a plug-inkeyboard, point-and-click device, and Web browser interface, forinstance.

This dual monitor 6801 can also be used with an external scanner 6902 inFIG. 69A connected by way of a data exchange port 6803 to scan a barcode3910 appearing on a card 3901 according to the present invention as perthe process depicted in FIG. 69B so that a spell can only be castaccording to the present invention when a card 3901 is present. In thisway, the market for physical collectible cards is enhanced because oftheir functional value in the context of electronically enhancedrole-playing games, computer games, or other electronic games. Insteadof a barcode, other auto ID technology can be incorporated into the cardand read, e.g., magnetic strip, RFID tag (not pictured), for thispurpose.

The present invention also enables production of novel “cheat-proof”cards. Specifically, a scanner 6902 is used in conjunction with a card700 i upon which appears a barcode 7000 but no other indicia of the facevalue or other information of the card 7001. In this way, a user canlook visually at another person's hand of cards and still be unable totell what is in that person's hand. Meanwhile, a user uses the scanner6902 on his own cards to tell their value. Thus, a game can be played inwhich users only reveal the value of their cards, e.g., their pokerhand, at the end of the game through the use of a scanner. Suchcheat-proof cards can be cards used for playing a game described hereinor cards from a conventional deck of cards.

Although the description above contains many specificities, these shouldnot be construed as limiting the scope of the invention but as merelyproviding illustrations of some of the presently preferred embodimentsof this invention. Accordingly, the scope of the invention should bedetermined by the appended claims and their legal equivalents, ratherthan by the examples given. For instance, as is plain to one skilled inthe art, it will be understood that features of one embodiment may becombined with features of other embodiments while other features may beomitted or replaced as being nonessential to the practice of theinvention, regardless of whether such combination, omission ormodification has been explicitly described.

Licensing information is available through http://www.inventerprise.com.

1. A game method, said game method comprising at comprising thefollowing steps: receiving a first verbal input into a first computersystem; receiving a first gesture input into said first computer system;comparing said first verbal input to a first pattern; comparing saidfirst gesture input to a second pattern; comparing said first verbalinput and said first gesture input, taken together, to a third pattern;triggering a first game event; and outputting through an audio or videodevice that said first game event has been triggered; wherein said firstverbal input matches said first pattern according to an outcome of saidstep of comparing said first verbal input to said first pattern; saidfirst gesture input matches said second pattern according to an outcomeof said step of comparing said first gesture input to said secondpattern; and said first verbal input and said first gesture input, takentogether, match said third pattern according to an outcome of said stepof comparing said first verbal input and said first gesture input, takentogether, to said third pattern.
 2. The method in claim 1 additionallycomprising at least one of the following steps: determining whether saidfirst game event is available to a first character; and determiningwhether said first game event is available under game rules, wherein:said step of triggering said first game event is performed only whensaid first game event is available to said first character according toan outcome of said step of determining whether said first game event isavailable to said first character or said first game event is availableunder game rules according to an outcome of said step of determiningwhether said first game event is available under game rules.
 3. Themethod in claim 1 wherein said first pattern is or comprises a firstsound and said second pattern is or comprises a first position, motion,gesture, sequence or orientation.
 4. The method in claim 1 wherein saidfirst game event is the casting of a first magic spell, said first magicspell comprising at least one game effect.
 5. The method in claim 4wherein said first magic spell is in a first spellbook of a firstcharacter, said first spellbook comprising a plurality of magic spellsavailable to said first character.
 6. The method in claim 1 additionallycomprising the following steps: receiving log-in information from afirst user; and determining whether a first character is associated withsaid first user.
 7. The method in claim 1 wherein said first gestureinput is received through a first gesture interface device, said firstgesture interface device being selected from the group consisting of awand, a bottle, a cauldron, a utensil, a broomstick, a crystal ball, ahand gesture interface, and a voodoo doll.
 8. The method in claim 1wherein said first verbal input comprises a word or phrase in a firstdatabase record, said first database record being related to a seconddatabase record, said second database record comprising informationpertaining to said first game event.
 9. The method in claim 1additionally comprising the following steps: scanning a first code; andproviding access to a first game function only after scanning said firstcode.
 10. The method in claim 1 additionally comprising at least one ofthe following steps: disregarding a second verbal input, said secondverbal input being received after a first point in time; or disregardinga second gesture input, said second gesture input being received after asecond point in time.
 11. The method in claim 1 additionally comprisingthe following step: receiving a first game customization submission viaa first computer network.
 12. The method in claim 1 additionallycomprising the following step: receiving a first advertisementsubmission via a first computer network; and including said firstadvertisement in a first game.
 13. The method in claim 1 additionallycomprising the following step: paying a commission to a first user. 14.The method in claim 1 additionally comprising the following steps:receiving an indication that a first user of a first game wishes to takeat least one challenge to determine at least one variable in said firstgame; providing a first challenge; and triggering a second game event insaid first game on the basis of an outcome of said first challenge. 15.The method in claim 14 additionally comprising the following step:querying a first database via a first computer network, said firstdatabase comprising said first challenge; and charging a first user. 16.The method in claim 14 wherein said first challenge is selected from thegroup consisting of (i) an academic-related task, (ii) aneducation-related task, (iii) a standardized test-related task, and (iv)a task drawn from a second game, said second game being different fromsaid first game.
 17. The method in claim 1 wherein: said first verbalinput is received by way of a first microphone; said first gesture inputis received by way of a first sensor; and said third pattern is a firstintegration pattern, said first integration pattern being or comprisinga standard for a relationship between verbal input and gesture input.18. A game method, said game method comprising the following steps:providing a first device, said first device being configured to sensegesture information and being communicatively coupled to a firstcomputer system; providing a second device, said second device beingconfigured to sense speech information; receiving a first informationcombination, said first information combination comprising informationreceived from said first device and from said second device; comparingsaid first information combination to a first pattern in a first patterndatabase, said first pattern comprising a speech standard and a gesturestandard, said first pattern database comprising a plurality ofpatterns, including said first pattern; and outputting through an audioor video device first a result in a first game according to an outcomeof said step of comparing said first information combination to saidfirst pattern in said first pattern database.
 19. A game method, saidgame method comprising the following steps: receiving a first verbalstimulus into a data processing system; receiving a first physicalstimulus into said data processing system; and outputting by way of afirst audio or video device a first game result when (i) said firstverbal stimulus matches a first pattern, (ii) said first physicalstimulus matches a second pattern, and (iii) a first relationshipmatches a third pattern, said first relationship being between saidfirst verbal stimulus and said first physical stimulus.
 20. The methodin claim 19 wherein said first pattern is or comprises a standard for atleast a first word or phrase; said second pattern is or comprises astandard for at least a first gesture; and said third pattern is orcomprises a standard for a first temporal relationship between stimuli;and wherein said method additionally comprises the following step:applying a first time criterion, said step of applying said first timecriterion comprising a step of treating stimuli received after a firsttime differently from stimuli received before said first time, saidfirst time pertaining to at least one of said first pattern, said secondpattern and said third pattern.